Lackofname
Explorer
Needing just a bit of help with an adventure design.
The plan is to have the PCs thrown into the Plane of Dreams. The goal for them is to get back to their normal plane, but have they have zero plane shifting magic. So this is very much a "journey to find the out" or "come up with a way to get out". As this is going on, they are dealing with their characters' fears and subconscious flaws coming after them, secrets will be exposed, etc etc.
What I don't have are many ideas how the PCs can get back home. What I'm looking for is a plot-method for how they get home, rather than an item/spell/etc.
You might wonder "Why not let the players come up with an idea to pursue" and honestly they're not that clever? I don't say I lead them by the nose, but I definitely paint road signs. Thus I at least need an answer in my pocket.
Misc Details:
1. The PCs are thrown into the plane by the dying act of a cursed Demi-god they are going to fight and kill. The only idea I've had so far of "how they can get home" is to search for a trace of that demi-god's power and, when they find it, BS their way back to their plane (Really just an excuse to pop them out in the basement of a derelict temple to the now-deceased demi-god)
2. The PCs actually know a Nightmare, a dream-effecting fey creature they swapped favors with and left on amicable terms. I don't want this NPC to simply snap fingers and get them back home, but instead serve as a sort-of guide/source of info. I realize the easy answer is the Nightmare solving the problem, but it shouldn't be easy.
The plan is to have the PCs thrown into the Plane of Dreams. The goal for them is to get back to their normal plane, but have they have zero plane shifting magic. So this is very much a "journey to find the out" or "come up with a way to get out". As this is going on, they are dealing with their characters' fears and subconscious flaws coming after them, secrets will be exposed, etc etc.
What I don't have are many ideas how the PCs can get back home. What I'm looking for is a plot-method for how they get home, rather than an item/spell/etc.
You might wonder "Why not let the players come up with an idea to pursue" and honestly they're not that clever? I don't say I lead them by the nose, but I definitely paint road signs. Thus I at least need an answer in my pocket.
Misc Details:
1. The PCs are thrown into the plane by the dying act of a cursed Demi-god they are going to fight and kill. The only idea I've had so far of "how they can get home" is to search for a trace of that demi-god's power and, when they find it, BS their way back to their plane (Really just an excuse to pop them out in the basement of a derelict temple to the now-deceased demi-god)
2. The PCs actually know a Nightmare, a dream-effecting fey creature they swapped favors with and left on amicable terms. I don't want this NPC to simply snap fingers and get them back home, but instead serve as a sort-of guide/source of info. I realize the easy answer is the Nightmare solving the problem, but it shouldn't be easy.